/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef __BACKGROUND_H__
#define __BACKGROUND_H__

#include "graph/node.h"

#include "util/util_types.h"

CCL_NAMESPACE_BEGIN

class Device;
class DeviceScene;
class Scene;
class Shader;

class Background : public Node {
 public:
  NODE_DECLARE

  float ao_factor;
  float ao_distance;

  bool use_shader;
  bool use_ao;

  uint visibility;
  Shader *shader;

  bool transparent;
  bool transparent_glass;
  float transparent_roughness_threshold;

  bool need_update;

  Background();
  ~Background();

  void device_update(Device *device, DeviceScene *dscene, Scene *scene);
  void device_free(Device *device, DeviceScene *dscene);

  bool modified(const Background &background);
  void tag_update(Scene *scene);

  Shader *get_shader(const Scene *scene);
};

CCL_NAMESPACE_END

#endif /* __BACKGROUND_H__ */
